U24 Notes from Llama

by Hendrik, 6 days ago

Update 24

Welcome to the Lamannia Release Notes for Dungeons & Dragons Online! These notes were posted on Thursday, November 13th, 2014. These notes are subject to change.

Of Special Note:

New Quests

A new adventure pack is now available that continues the Xoriat story line in DDO!
A new free quest is now available that is linked to the Tyranny of Dragons story line!

Mirror of Glamering: Weapons and Auras


Weapons can now be created using the Mirror of Glamering! NOTE: The item from which the cosmetic copy is being made from is not consumed, nor altered. The created cosmetic item is Bound to Account. Items which have special racial requirements will create a cosmetic item with the same racial requirements. Items that appear and remain in the quest upon exit cannot be Glamered. The Mirror of Glamering can be purchased in the DDO Store, and can also rarely appear in Daily Dice.

The Mirror of Glamering will make a copy of the base look of a weapon, and will retain the weapon's particle effects (such as flaming.)
The weapon cosmetic will only display on your character when you are wielding a weapon with the same combat style. The current combat styles are one-handed, two-handed, quarterstaff, great axe, crossbow, repeating crossbow, bow, rune arm, orb, and shield-only.
Handwraps, and thrown weapons are not able to be made into cosmetics.
A Glamered Weapon Aura can be used to create a cosmetic "look" on a weapon (such as flaming.) An Aura recipe also exists that allows someone to remove the visual effect of their weapon (such as flaming.)
Glamered Weapon Auras do not function on bows, crossbows, or repeating crossbows.

News and Notes:

Airships:


Airship Captains now give players the option to be dropped off in the Hall of Heroes in Eberron.
The Farshifter and Captain (with the Farshifter Amenity) now offer to take players to Three Barrel Cove.


Classes:

Druid Fire and Water elemental forms have been buffed. The casting penalties to other damage types have been reduced to only the opposing type, and the bonus for the corresponding element has been increased. New text:
Wild Shape: Fire Elemental - Form: Transform into a Fire Elemental. While in fire elemental form, you have a +3 bonus to caster level and max caster level for fire spells, but your water spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to Fire resistance, and a -10 penalty to cold resistance. While in Fire Elemental form you gain access to a number of spells that require it. You are considered an Elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis, and stun, and a 100% bonus to fortification. If you are a warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
Wild Shape: Water Elemental - Form: Transform into a Water Elemental. While in water elemental form, you have a +3 bonus to caster level and max caster level for water and cold spells, but your fire spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to Cold resistance, a large bonus to your swim skill, and a -10 penalty to Electricity resistance. While in Water Elemental form you gain access to a number of spells that require it. You are considered an Elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis, and stun, and a 100% bonus to fortification. If you are a warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.


Combat:

Healing Amplification has been changed to be additive rather than multiplicative, in a way that benefits many players while minimizing the detrimental effects to players who have created characters with a very large amount of Healing Amplification. In addition to making Healing Amplifications additive, many sources of Healing Amplification have had their benefit doubled. Healing Amplification is now a rating, similar to Melee Power, Ranged Power, and Spell Power, in that it increases all healing by (100 + Rating)/100. Repair Amplification works the same, as well as values that allow Pale Masters to heal with Negative Energy healing.


Enhancements:

Smite and Exalted Smite now how a faster animation with no delay at the end.
The Harper's Strategic Combat 2 benefit now works even if the character does not have Strategic Combat 1.
Fixed an issue that could cause the Divine Crusader Epic Destiny tree to not appear after spending points in an Enhancement tree.
Fixed an issue with the way clubs and scimitars worked with Kensei's One With the Blade.
Barbarian's Frenzied Berzerker enhancement tree has been adjusted. It now reads as follows:
Core
Die Hard: (1 AP, Barbarian Level 1). You gain the Die Hard feat, and automatically stabilize when incapacitated.
Toughness: (1 AP, Barbarian Level 3). +20 hit points, +10 Healing Amplification
Frenzy: (1 AP, Barbarian Level 6). Activation Cost: 10 Hit Points. Cooldown: 30 seconds. Enter a frenzy, increasing your strength by +2 and adding Vicious to your melee weapons. This damage scales with 100% melee power. Passive: +5 Melee Power.
Toughness: (1 AP, Barbarian Level 12). You gain 10 Physical Resist Rating. You gain +60 hit points and +20 healing amplification.
Death Frenzy: (1 AP, Barbarian Level 18). Activation Cost: 20 Hit Points. Cooldown: 30 seconds. Expend 20 hit points to enter a Death Frenzy for one minute. You gain 4 strength. You increase your crit multiplier by an additional 1 when raging. Your melee weapons gain 'Greater Vicious'.(+4d6 damage to your attacks while dealing 1d3 damage to yourself per attack.) This damage scales with 100% melee power. Passive: +10 Melee Power
Storm’s Eye: (1 AP, Barbarian Level 20). Activate: You gain +1 melee damage. This damage bonus gains one stack every six seconds, up to 25 stacks. This ends when you are below 50% health. Activation Cost: 100 Hit Points. Cooldown: 3 minutes. Passive: +4 Constitution. +10 Melee Power. When Raging your melee attacks have a 5% chance to deal an 400 bludgeoning damage. This damage scales with 100% Melee Power.

Tier One
Extra Rage: (1/1/1 AP). +1/+2/+3 Rage use per rest
Cracking Attack: Melee Attack: Deals +1/+2/+3[W] extra damage. Damaging enemies reduces their AC by -1/-2/-3 for 20 seconds. Activation Cost: 5 Hit Points. Cooldown: 30 seconds
Die Harder: Your range of unconsciousness extends +5/+10/+15 HP. When you drop below 1 health, you gain 10/20/30 temp hitpoints. This can only trigger once every five minutes.
Power Rage: +1/+2/+3 Strength while raging
Athletics: +1/+2/+3 Balance, Jump, Swim. Rank 3: When you activate Barbarian Rage, you gain +35% Action Boost bonus to movement speed for 20 seconds.

Tier Two
Angry Arms: (Requires: Two Handed Fighting, 1/1/1 AP) +1%/+2%/+3% chance of triggering weapon effects on glancing blows and +3%/+4%/+5% glancing blow damage.
Body Blow: (1/1/1 AP) Damaging enemies with Cracking Attack reduces their Fortitude saving throws by 1/2/3 for 20 seconds.
Blood Tribute: (1/1/1 AP) Gain +50/+100/+150 Temporary Health for one minute. Each epic level adds +25 temporary hitpoints. You have a stacking -1 penalty to constitution until you rest or die. (Cooldown: 3 seconds)
Extra Action Boost: (1/1/1 AP) +1/+2/+3 additional Action Boost use per rest.
Sprint Boost: (1/1/1 AP) +35%/40%/50% Action Boost bonus to movement speed for 20 seconds. Cooldown: 30 seconds.

Tier Three
Mad Munitions: (1/1/1 AP, Requires: Greater Two Handed Fighting, Angry Arms) +1%/+2%/+3% chance of triggering weapon effects on glancing blows and +3%/+4%/+5% glancing blow damage.
Blood Trail: (1/1/1 AP, Requires: Blood Tribute, Supreme Cleave) Supreme Cleave costs 3/6/10 fewer hit points to activate.
Supreme Cleave: (1/1/1 AP) Tactical Melee Cleave: Expend 10 hit points to activate this ability to attack enemies around you. This attack deals +1/+2/+3[W] damage. Activation Cost: 10 Hit Points, affected by Dungeon Scaling. Cooldown: 9/6/3 seconds.
Strength/Constitution: (2 AP) +1 Strength or Constitution

Tier Four
Crazy Strike: (1/1/1 AP, Requires: Body Blow) When you score a hit with Cracking Attack, for 12 seconds you gain +0.3/+0,6/+1[W] damage and 1/2/3 Melee Power.
Exhausting Blow: (1/1/1 AP) Melee Attack: Deals +2/+3/+4[W], 1d6/2d6/3d6 Strength, and 1d6/2d6/3d6 Dexterity damage. (Cooldown: 20 seconds)
Wade In: (1/1/1 AP, Requires: Supreme Cleave) When you Supreme Cleave, you gain +1 Primal bonus to Attack per enemy damaged, up to 3/6/10 maximum. Lasts for 4 seconds.
Strength/Constitution: (2 AP) +1 Strength or Constitution

Tier Five
Focus Wide: (2 AP, Requires: Mad Munitions) When you score a vorpal hit, you increase your chance of triggering weapon effects with glancing blows by +10% and gain +10% glancing blow damage for 12 seconds.
Focused Wrath: (2/2 AP) While raging, increases the critical multiplier of all weapons you use by 1/2 when you roll a natural 19 or 20 that is a confirmed critical hit.
Lash Out: (1/1/1 AP) Supreme Cleave has a 50%/75%/82% chance to cause bleeding to damaged enemies, inflicting up to 1/2/3 stacks. This can stack up to 5 times. Your Supreme Cleave also reduces the AC of enemies by 1/2/3 for six seconds. This stacks up to five times.
Multi-Selector: (2 AP)
Accelerated Metabolism: While raging you heal 2d6 hit points every 4 seconds. This healing scales with 100% Melee Power.
Raging Blows: While raging your melee attacks gain +1[W] to damage.

Tantrum: (2 AP) Tactical Melee Cleave: Expend 25 hit points to activate this ability and attack enemies around you. This deals +5[W] damage and has a 50% to knock down each damage enemy briefly on a failed Fortitude save vs. 10 + Strength modifier + Barbarian Level. Abilities that trigger on Supreme Cleave also trigger on Tantrum. (Blood Trail, Wade In, Lash Out, Sundering Spin, Storm's Eye)

Barbarian's Occult Slayer enhancement tree has been adjusted. It now reads as follows:
Core abilities
Weapon Bond: (1 AP, Barbarian Level 1). You build a psychic bond with your weapons. You strengthen this bond by damaging enemies with attacks. Each attack adds 1 to your weapon bond, up to a maximum of 200. Dying resets your weapon bond. Activate: Exhaust 1 Weapon Bond: Gain a +5 Insight bonus to Attack for 12 seconds. (Cooldown: 2 minutes) Changing weapons no longer resets your weapon bond. There is no longer a 1 second cooldown on gaining Bond stacks.
Resistance: (1 AP, Barbarian Level 3) +1 to all saving throws. Improve your barbarian damage reduction by +1. You gain +10 hit points.
Elemental Defense: (1 AP, Barbarian Level 6) When enemy spells deal elemental damage to you, there's a 25% chance you'll gain 25 temporary hit points for 30 seconds that scales with 100% Melee Power . This can trigger up to once every 12 seconds. (Elemental Damage includes Acid, Cold, Electric, Fire, Sonic.) Improve your barbarian damage reduction by +1. Passive: You gain +30 hit points and +20 healing amplification.
Blank Thoughts: (1 AP, Barbarian Level 12) You gain the Slippery Mind feat and improve your barbarian damage reduction by +1. Passive: You gain +5 Magical Resistance Rating, +60 hit points and +20 healing amplification.
Force Ward: (1 AP, Barbarian Level 18) You gain immunity to magic missiles and +5% Competence bonus to entirely avoid incoming Force damage. Improve your barbarian damage reduction by +1. Passive: You gain +5 Magical Resistance Rating, +100 hit points and +20 healing amplification.
Mind Over Magic: (1 AP, Barbarian Level 20) You gain a bonus to your Spell Resistance equal to your Constitution score. Passive: You gain +4 Constitution. You gain +10 Magical Resistance Rating, +150 hit points and +40 healing amplification.

Tier One
Extend Rage: (1/1/1 AP) Your barbarian rage lasts [25/50/75]% longer.
Ear Smash: (1/1/1 AP) Melee Attack: Deals +0.5/+1/+1.5[W] damage. Damaged enemies can't cast spells for 2/4/6 seconds. (Cooldown: 12 seconds)
Parrying Bond: (1/1/1 AP) While Weapon Bond is 10+: +[2/4/6] Competence bonus to AC and +[1/2/3] to Magical Resistance Rating.
Uncanny Dodger: (1/1/1 AP) You gain +[1/2/3]% Dodge.
Awareness: (1/1/1 AP) +[1/2/3] Listen, Search and Spot. Rank 3: +1 Reflex Saving Throw

Tier Two
Willpower Rage: (1/1/1 AP) You gain +[1/2/3] to Will saving throws while raged.
Knockout: (1 AP) Ear Smash puts enemies to sleep for 6/12/18 seconds. On Vorpal, stunned enemies instead.
Guarding Bond: (1/1/1 AP)
You gain +4 Physical and Magical Resistance at Weapon Bond 30+.
You gain +4 Physical and Magical Resistance at Weapon Bond 30+, and another +4 at Weapon Bond 60+.
You gain +4 Physical and Magical Resistance at Weapon Bond 30+, another +4 at Weapon Bond 60+, and another +4 at Weapon Bond 90+.

Lessons of Travel: (1/1/1 AP) +[2/4/6] energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
Antimagic Boost: (1/1/1 AP) Action Boost: +[2/4/6] Action Boost bonus to saving throws vs. magic (Cooldown: 30 seconds)

Tier Three
Bond of Retribution: (2 AP) While you are below 50% health you gain +1 critical damage multiplier on attack rolls of 19-20.
Lessons of Nature: (1/1/1 AP) You gain +[2/4/6] to save vs. both disease and poison. Rank 3: You don't fail disease or poison saving throws on a roll of 1.
Arcane Encumbrance: (1/1/1 AP) When enemies damage you with spells, there's a [10/20/30]% chance they'll be knocked down. (Does not affect bosses.)
Kinetic Bond: (1/1/1 AP) If weapon bond is 20+: Your attacks deal 1d20 force damage that scales with 200% Melee Power. This damage can trigger up to once every 3/2/1 seconds.
Constitution/Wisdom: (2 AP) Multi-selector: +1 Constitution or +1 Wisdom

Tier Four
Driving Force: Expend 60/45/30 weapon bond to gain 10 Melee Power for 12 seconds.
Viscious Strike: Melee Attack: Deals +1/+2/+3[W] damage and inflicts Feedback on the enemy for 6/12/18 seconds. (Cooldown: 12 seconds) Feedback - On Spellcast: Caster suffers 6-60 force damage. This damage is increased by the target's Spell Power.
Constitution/Wisdom: (2 AP) Multi-selector: +1 Constitution or +1 Wisdom

Tier Five
Bond of Destruction: (2 AP) Your Bond of Retribution doesn't have a health requirement.
Vampiric Bond: (1 AP) If weapon bond is 100+: Your weapon provides you 20 temporary hit points when you damage an enemy. These temporary hit points scale with 200% Melee Power. This can trigger at most once every 12/9/6 seconds.
Metalline Bond: (1 AP) Your equipped weapon gains the Metalline property. It bypasses Adamantine, Alchemical Silver, Byeshk, Cold Iron and Mithral damage reduction. No longer has pre-reqs or Bond requirements.
One Spirit: (1 AP, 3 Ranks) Expend all Weapon Bond. For bond expended you heal for 2 positive energy. This healing scales with 100% Melee Power. Passive: +10/+20/+30 HP, +4/8/12 MRR Cooldown: 120/60/15 seconds.
Seeker's Strike: (1 AP, 3 Ranks) Expend 50 stacks of weapon bond: Make a melee weapon attack for +1/3/5 (W) damage. This attack has a +1 critical threat range and a +1 critical multiplier.

Barbarian's Ravager enhancement tree has been adjusted. It now reads as follows:
Core abilities
Furious Rage: (1 AP, Level 1) When you are raging and miss your attack by rolling 1, you gain Fury for 6 seconds. Fury: +1 Rage bonus to attack and damage. This effect stacks up to 6 times, and one stack fades every 6 seconds.
Pain Touch: (1 AP, Level 3) Your melee attacks deal 1d6 extra damage. This damage scales with 100% Melee Power.
Demoralizing Success: (1 AP, Level 6) When you score a vorpal hit in melee, you inflict Crushing Despair on nearby enemies for 30 seconds on a failed DC 20 Will saving throw. You then inflict Vulnerable Will for 15 seconds, regardless of the Crushing Despair saving throw. Passive: You gain +30 hit points and +20 healing amplification.
Pain Touch: (1 AP, Level 12) Upgrades Pain Touch so your melee attacks deal 2d6 extra damage. This damage scales with 100% Melee Power. Passive: You gain +5 Magical Resistance Rating, +60 hit points and +20 healing amplification.
Subsiding Fury: (1 AP, Level 18) When you use Barbarian Rage, you gain 3 stacks of Fury. Passive: You gain +5 Magical Resistance Rating, +100 hit points and +20 healing amplification.
Visage of Terror: (1 AP, Level 20) Terrorize an enemy, killing them with fear if they fail a Will save vs 10 + Constitution modifier + half barbarian level. Enemies who make their saving throw are briefly paralyzed with fear instead. (Cost 1 Rage. Cooldown: 30 seconds. Passive: You gain +4 Constitution, +150 hit points and +40 healing amplification.

Tier One
Ritual Scarring: (1/1/1 AP) +[1/2/3] Intimidate, Haggle and Physical Resistance.
Hate: (1/1/1 AP) Melee Attack: Deals +(1/2/3)[W] damage and generate extra threat. (Cooldown: 15 seconds)
Do You Like Pain?: (1/1/1 AP) When you are hit: [20/40/60]% chance attacker loses 10 AC.
Barbarian Power Attack: (1/1/1 AP, Requires Power Attack) Your Power Attack feat does 1/2/3 additional point of bonus damage.
Hardy Rage: (1/1/1 AP) +[1/2/3] Constitution when raging.

Tier Two
Fear me!: (2 AP, Requires: Ritual Scarring) When you intimidate, affected enemies are Shaken for 6 seconds.
Mutilate: (1/1/1 AP, Requires Hate) Hate additionally deals 1d4/1d6/1d8 Charisma damage and 1d4/1d6/1d8 Evil damage. The evil damage scales with 200% Melee Power.
I Like Pain: (1/1/1 AP, Requires: Do You Like Pain?) When you are hit: Small chance to gain 50/100/150 Temporary HP. The gain scales with 100% melee power.
Cruel Cut: (1/1/1 AP) Melee Attack: Deals 1d6/2d6/3d6 extra constitution damage as long as you damage your target. (Cooldown: 30 seconds)
Action Boost: Melee Power: (1/1/1 AP) Activate this ability to receive a +[10/20/30] Action Boost bonus to Melee Power for 20 seconds. (Cooldown: 30 seconds)

Tier Three
Aura of Fear: (1/1/1 AP, Requires: Fear Me!) Nearby enemies receive a -2 penalty to Strength and Charisma.
Rank 2: Nearby enemies receive a -2 penalty to Strength, Charisma, Dexterity and Wisdom.
Rank 3: Nearby enemies receive a -2 penalty to all ability scores.

Slaughter: (1/1/1 AP) Melee Attack: Deals +(5/7.5/10)[W] damage. (Cooldown: 30 seconds)
Festering Wound: (1/1/1 AP Requires: Cruel Cut) Cruel Cut additionally inflicts 1/2/3 5-seconds stacks of 1d6 Poison damage every 2 seconds and the target loses -50% healing amplification for 5/10/15 seconds. Damage stacks fade one at a time.
Constitution/Strength: (2 AP) +1 Constitution or Strength

Tier Four
Laughter: (2 AP, Requires: Slaughter) For many Ravagers, there's no Laughter without Slaughter.
When Slaughter damages an enemy, you gain 3 Fury. When Slaughter scores a critical hit on an enemy, you gain an additional 3 Fury.
I Hit Back!: (1/1/1 AP, Requires: I Like Pain) When you are hit: 20% chance to deal 2d8/4d8/6d8 chaotic damage to attacker.
Dismember: (1/1/1 AP, Requires: Festering Wound) Cruel Cut additional slows enemy movement speed, or slows attack speed, or deals 2d4/2d6/2d8 chaotic damage, or deals 6d4/6d6/6d8 chaotic damage. This chaotic damage scales with 200% Melee Power.
Constitution/Strength: (2 AP) +1 Constitution or Strength

Tier Five
Blood Strength: (2 AP) Each time you land a hit there is a 10% chance you are healed for a number of points equal to HALF your Barbarian level. Each time you kill an opponent you are also healed for the same amount. This healing scales with 100% Melee Power.
Bully: (1/1/1 AP, Requires: I Hit back!) You deal +[5/10/15]% damage to helpless enemies. Requires: I Hit back!
Critical Fury: (2 AP) While raging, each hit also grants 1 stack of Fury.
Critical Rage: (2 AP) Increases your critical threat range by 1/2 when raging.


Epic Destinies:

Legendary Dreadnought's Master's Blitz benefit now starts with three stacks, instead of one.
Fury of the Wild's Adrenaline benefit has been reverted to its pre-Update 23 functionality, increasing damage dealt as a percentage instead of adding Melee and Ranged Power.


Events:

Anniversary Cards and future card recipes are now linked to their events, which means that the recipes created by combining various cards will only be available when the event is active. Anniversary Cards can no longer be used to make Anniversary Card recipes.
Festivult Cookies have seen some adjustments for 2014! The Lord of Blades Cookie now has Blade Barrier, the Marilith Cookie has Burning Blood, Suulomades Cookies now has Teleport (and can be used in public spaces), the Warforged Titan Cookie now has Titan's Grip, and the Web Cookie now has Rejuvenation Cocoon.


Favor:

Players can now unlock the ability to use the Harper enhancement tree through the acquisition of 310 Harper favor. Visit the Harper Patron, Olarra Idlewist, located in the Eveningstar Tavern, to get started.


Feats:

Heroic Durability's descriptive text now correctly states that the feat provides 30 Hit Points, rather than 25.
Shield Mastery and Improved Shield Mastery no longer function with Orbs.


Hall of Heroes

There is now an entrance to the Eberron Marketplace to the right of the entrance where players enter the Eberron Hall of Heroes from the Character Select screen. The entrance from The Marketplace now leads to this location as well.
A new Stormreach Teleporter has been created in a new room across from the location where players enter the Eberron Hall of Heroes from the Character Select screen.
There is now an Airship Access point next to the new Stormreach Teleporter in the Eberron Hall of Heroes.
There is now an exit to Eveningstar to the right of the entrance where characters enter the Forgotten Realms Hall of Heroes from the Character Select screen. The entrance from Eveningstar now leads to this location in the Forgotten Realms Hall of Heroes.
Exits to Eveningstar from the Hall of Heroes now give players the option to be sent to Eveningstar, the Eveningstar Cavern, Wheloon, or the Thunder Peaks.
There are now Bankers, Auctioneers, and General Vendors on the upper floor of both the Eberron and Forgotten Realms Hall of Heroes.
A Fatespinner has been added to both the Eberron and Forgotten Realms Hall of Heroes.


Hirelings:

The hireling Custom AI menu now has Active/Passive categories for actions.


Items:

The drop rates of items in many quests have been increased, including:
The drop rate of the Animus Rune Arm from Devil Assault.
The drop rate of the Mad Lute and Mysterious Bauble items from The Weapons Shipment.
Drop rates on named items in the Sands of Menechtarun landscape.
Drop rates on named items in the quests located in the Menechtarun Desert have been increased on Elite and Epic difficulties.
Drop rates on Druid's Deep named items.
Drop rates on the High Road named items.
Drop rates on the Gianthold named items.
Drop rates on Disciples of Shadow named items.
Drop rates on the Wheloon quest chain named items.
Drop rates on Optional chests in the Storm Horns.
Drop rates on named items in Brothers of the Forge and A Study in Sable.
Drop rates for named loot in the Haunted Halls of Eveningstar.
Drop rates of Cormyrean items in Eveningstar Challenge chests.
Drop rates of King's Forest items.
Drop rates for Underdark quest named items.
Drop rates for Demonweb quest named items.
The drop rate of Eveningstar Commendations from the King's Forest, Underdark, and Demonweb quests no longer overlap with named item drops, making it more likely to get an item or Commendations.
The drop rate of Web of Chaos quest named items have been increased on Elite and Epic Elite difficulties.
Drop rates of Secrets of the Artificers quest named items have been increased slightly on Normal and Elite.
Drop rates of quest named items in The Red Fens.
Drop rates of Maleficent Cabal named items.
Drop rates of named quest items in The Xorian Cipher.
Drop rates on named quest items in Invaders!.
Drop rates on items in Garamol's chest in The Subterranean.
Drop rates on items in Restless Isles.

Unslotting a Golem's Heart Augment from a Purple or Green Augment Slot will no longer leave the slot unusable.
The Shining Crescent now works correctly with the Mirror of Glamering.


Quests and Adventure Areas:

Ataraxia's Haven
Reclamation
The strength requirement in order to use the giant valves has been lowered.


Spells:

There is now a visible 3rd buff icon for the Greater Heroism spell that shows the Fear Immunity effect of the spell (in addition to the spell's other benefits.)


UI:

The Social panel now defaults to the Guild tab after initial login.
The Looking For Group panel now loads groups upon initial open.
Doubleshot has now been added to the Character Sheet.
Fixed an issue that obscured the complete description of Epic Past Life and Iconic Past Life feats in the Reincarnation panel.

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U24

by Hendrik, 10 days ago

Content designer Knockback here. I’ve worked on dungeons such as “Eyes of Stone,” “The Snitch,” “A Study In Sable” and the Thunderholme adventure area, and I’m here to update you folks on some of the things we’re currently building for DDO.

Upcoming dungeons in Update 24

Update 24 will be previewed on Lamannia starting this weekend, so now seems like a good time to unveil its dungeons. Get ready for some surprises!

First up in Update 24 is a new content pack, Heart of Madness. The plane of Xoriat is encroaching on Eberron once again and the result is three dungeons full of Xorian insanity. Both the Lord of Eyes and the Lord of Stone are back, as well as some other fan favorite characters. (Hint – one of the dungeons is named “Fashion Madness.”) The centerpiece of the pack is “Terminal Delirium,” the follow-up to two of our most popular dungeons. Once again you’ll be returning to the Sleeping Spell Inn, and once again you’ll be seeing—and be turned into—some very unusual things. Heart of Madness is CR 18 Heroic/26 Epic, and is a paid pack (450 Turbine Points; free to VIPs of course.)

Also coming in Update 24 is a Forgotten Realms dungeon themed to tie in with Wizards of the Coast’s Tyranny of Dragons storyline. You’ll infiltrate a Cult of the Dragon base while on the trail of the fabled White Dragon mask. “The Mask of Deception” is CR 16 Heroic/30 Epic, and is free to everyone.

Hey, what happened to Anauroch?

Earlier we had mentioned Anauroch as one of the places we wanted to go in 2014. Obviously that’s not happening.

Why the change? It’s tempting to blame it all on Xorian madness, but the truth is we’ve been listening to what excites you guys when it comes to D&D settings. We may still make it to Anauroch eventually, but don’t expect it any time soon. It’s a long, long walk from Cormyr. Instead of the blazing hot desert, we’re going someplace cooler instead.

Future plans and Update 25

So what kind of cool things led to the detour away from Anauroch? One of them will be coming in Update 25. Since The Haunted Halls of Eveningstar was received so well, we’ve decided to adapt another classic pen-and-paper module to DDO. Rather than blabbing on, I’ll skip right to the awesome part and give you five simple words:

The Temple of Elemental Evil.


Yep, we will be creating our own version of the original, classic Temple inside DDO. We’re very excited about adapting one of the most famous modules in Dungeons and Dragons history, and we hope you are too.

In the meantime, though, we have a date with insanity. Hope to see everyone this weekend on Lamannia for a preview of Update 24!

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Monday Patch Notes

by Hendrik, 27 days ago

Welcome to the Release Notes for Dungeons & Dragons Online! These notes were posted on Monday, October 27th, 2014.

Of Special Note:

Cosmetic Weapons and Shields

The Mirror of Glamering can now be used to create cosmetic shields and docents!
The resulting cosmetic is Bound to Account, and all racial requirements are retained.
The look of created Cosmetic docents will change depending on the body feat of the warforged wearing it (Adamantine, Composite, or Mithril), in the same way their associated armors change their look based on a warforged's body feat.
News & Notes:

Airships
The Second Mate's shop window now properly closes when a character walks away or teleports.
Fixed two stuck spots in the Orien Express Amenity.
A Game Hunter has now been added to the Game Hunter amenity.
Combat
Smite Evil and Exalted Smite now both have a shorter animation.
Returning (such as on thrown weapons) is no longer considered a magical effect, and is no longer suppressed by things like Mordenkainen's Disjunction.
Cosmetics
Glamered items will no longer count as Exclusive, preventing a character from picking up the original non-Glamered item.
Glowing Eyes now work on Purple Dragon Knight characters.
Enhancements
Fixed an issue that caused the Harper Agent tree to lock up every time a point was added to it.
Knight of the Chalice's Divine Light now properly scales with Melee Power.
Knight of the Chalice's Divine Light no longer damages allies.
The Vanguard's Shield Rush now uses a custom knockdown effect with a proper DC for its saving throw.
The Vanguard's Shield Charge has been tuned to be more precise in relation to its target.
The Assassin's Venomed Blades enhancement no longer prevents sneak attacks.
Hirelings and Pets
Hirelings will now resurrect allies automatically when possible. It is also now possible to specify a hireling to resurrect during combat, or wait until combat has ended.
It is now possible to disable the pause in movement a hireling does when someone in the party is hit by a trap.
Hirelings told to stay put will no longer follow players after combat.
More hirelings that can heal themselves will no longer ask to be healed.
Melee hirelings told to stand their ground in a spot will no longer help their master when their master gets hit.
Hirelings now respond better to debuffs and spells.
Hirelings will now respond more quickly to companions being hurt.
Hirelings with Repair will now repair Iron Defenders.
Players can now customize the AI of their Iron Defenders and Druid Companions.
Iron Defenders with the Hunter of Boxes enhancement will now break boxes more reliably. If a character's Iron Defender stops breaking boxes, the player can press the "come to me" button on their hireling bar, after which point the Defender should once again break boxes.
Items
Knives Eternal now allows a player to add its Primary Argument and Secondary Augment upgrade in either order.
Players who had their Epic Blademark's Docent or Epic Deneith Heavy Chain Vertigo benefit changed to +12 can now place those items into a Stone of Change to have them corrected.
The material type on new named armors released in Update 23 has been changed from mithril to steel. Note that these armors did not previously provide the mithril benefit, but had the mithril name associated with them in their material type.
Monsters
Harrowed Wheeps are no longer healed from positive energy damage.
Quests and Adventure Areas
Eveningstar
There is now a General Vendor in Eveningstar.
Menace of the Underdark
House of Death Undone
The quest minimap has been corrected to prevent map markers from being shifted.
Orchard of the Macabre
Fixed an issue where a mummy was underneath the platform he was resting on.
Fixed an issue where two of the Black Abbot's journals played the wrong audio.
Fixed an issue where two of Erandis Vol's journals played no sound.
Flesh Maker's Laboratory
Fixed an issue that could cause the Conduit Passage door to not open.
Inferno of the Damned
Cinnis the Cinderspawn is now more difficult on Epic difficulty.
The vector quest for Epic Inferno of the Damned now has its correct name in the Quest Journal.
Litany of the Dead
Mentau's Plaht Device debuff no longer persists until the player re-logs into the game.
The Mark of Death
Intercession Ward now blocks the Aura of Intercession.
Shadowfell Conspiracy
Shadar-kai now dress themselves properly.
Lines of Supply
The Harpy Matriarch no longer stops functioning if a player abandons their conversation with her after succeeding a skill check.
UI
Image Gallery images are no longer reset upon Epic, Iconic, or True Reincarnation.
The combat log text displayed when opening or closing the Mirror of Glamering has been fixed.

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Friday Hotfix

by Hendrik, 51 days ago

Here are the details about today's hotfix:


The Mark of Death raid now has a 20th completions list. Players who have run the raid will have their under-20 completions retained, and players who have already exceeded 20 completions will have their progress to the next 20 completions retained.
Fixed an issue that could cause some players to not be awarded loot from the end chest of The Mark of Death raid.
Fixed several issues with armors and other items not creating the proper cosmetic when using the Mirror of Glamering. This fix is not retroactive; players who created a cosmetic armor using the Mirror of Glamering who are not satisfied with the resulting cosmetic item due to a change in the item's look or coloring should contact support, either in-game or through support.turbine.com.
The Key to the City - Eveningstar can once again be used on a guild airship.
The Quest Arc reward for the Epic Orchard of the Macabre quest chain now offers better loot.
Knight of the Chalice: Exalted Smite's cooldown now decreases with the amount of ranks spent in the enhancement.
Two Handed Fighting and Two Weapon Fighting are no longer mutually exclusive.
Heart Seeds will now be offered to eligible characters as a reward option when running Epic Orchard of the Macabre quests, Epic Gianthold quests, and Epic Three Barrel Cove quests.
Fixed an issue that caused all effects that provide a +2 Insight Bonus to Strength to instead provide a +3 Insight Bonus to Intelligence.

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U23 Notes!

by Hendrik, 55 days ago

Update 23 Release Notes

Welcome to the Release Notes for Dungeons & Dragons Online! These notes were posted on Monday, September 29th, 2014.

Of Special Note:

Epic Orchard of the Macabre

The Orchard of the Macabre now supports Epic levels! Includes Epic versions of Ghosts of Perdition, Desecrated Temple of Vol, Inferno of the Damned, and Fleshmaker's Laboratory, in addition to a new raid!

Armor Up

Update 23 brings a series of changes aimed at improving the ability of melee-focused characters to face some of DDO's toughest challenges, and bring increased balance between melee, ranged, and spell-casting characters. These changes include the introduction of Melee Power, Ranged Power, Magical Resist Rating, and adjustments to Physical Resist Rating, among other things. The full list of changes is available below.

Mirror of Glamering

The Mirror of Glamering is a new item which allows someone to copy the look of an armor, goggles, or helmet and create a new cosmetic item! Like the way a particular armor or helmet looks? Make a cosmetic version of it! The item from which the cosmetic copy is being made from is not consumed, nor altered. The created cosmetic item is Bound to Account. Items which have special racial requirements will create a cosmetic item with the same racial requirements. Items that appear and remain in the quest upon exit cannot be Glamered. The Mirror of Glamering can be purchased in the DDO Store, and can also rarely appear in Daily Dice. (NOTE: The Mirror of Glamering is not currently working on docents, although we expect this issue to be corrected in the next game update.)

News & Notes

Airships and Guilds
A new amenity is available called Guild Storage! The amenity is available in several tiers, and offers a general chest in addition to a chest that can only be used by guild officers and leaders.
Three Finger Thad's General Vendor now has spell components for Druid.
Teleporting is now possible from an airship.
Class pets (such as an Artificer's Iron Defender) can now get buffs on Airships using the Amenity Bar.
Armor Up
Numerous changes are being made to increase the power of melee-focused characters, and bring increased balance between melee, ranged, and spellcasting in the game:
Physical Resistance Rating: This attribute mitigates physical damage of all types. The new formula for PRR is 100/(100+Rating), meaning that if your character has a PRR of 20, and you would take 100 points of damage, the formula would be (100/(100+20)=100/120=.83333, meaning that your character with 20 PRR would take 83 damage.
Magical Resistance Rating: This new attribute is the magical equivalent of Physical Resistance Rating. It can be increased by wearing armor, gearing up Sheltering effects, and through certain enhancements. This rating works on most magical effects, but will not reduce force, bane, and some other special effects. The formula for this rating is the same as PRR: 100/(100+Rating). For example, if a character with 20 MRR is hit by a spell that does 100 damage, they would actually sustain 83 damage (100/(100+20)=.83333).
Melee Power: This new attribute is similar in effect to Spell Power, and increases straight weapon damage in addition to certain static effects from enhancements. Melee Power is gained from certain enhancements, some melee Epic Destinies, some feats, and future loot. This rating increases melee attacks by the following formula: (100+Rating)/100. Example, A character with 20 melee power that does 100 damage with a weapon will do a total of 120 damage. Melee Power is applied to Sneak Attack damage.
Ranged Power: This new attribute is the ranged version of Melee Power, and increases missile damage by the following formula: (100+Rating)/100. This rating is not being used much in Update 23, but is a tool that will be used in the future.
Armor and Shields
Wearing armor will now provide bonus mitigation by increasing your Physical Resistance Rating and Magical Resistance Rating:
Robes or Outfits: No PRR, no MRR
Light Armor: 10 PRR, 10 MRR if armor has enchantments. This is in addition to the current PRR bonus of 2+(Base Attack Bonus)/2).
Medium Armor: 20 PRR, 20 MRR if armor has enchantments. This is in addition to the current PRR bonus of 4+(Base Attack Bonus)/1.5).
Heavy Armor: 30 PRR, 30 MRR if armor has enchantments. This is in addtion to the current PRR bonus of 6+Base Attack Bonus).
NOTE: Warforged attain their PRR and MRR armored benefits through the selection of their body feat.
Shields will give additional PRR and, if enchanted, MRR:
Buckler: None
Light Shield: 5 PRR, 5 MRR if shield has enchantments.
Heavy Shield: 10 PRR, 10 MRR if shield has enchantments.
Tower Shield: 15 PRR, 15 MRR if shield has enchantments.
Characters who are proficient with shields can now use larger shields for defense against magical attacks that would normally require a Reflex Saving Throw. Instead of using your Reflex Saving Throw to mitigate the damage, you can deflect the damage off of your shield. Physical and Magical Resistance Rating multipliers against magical attacks that normally allow a Reflex Saving Throw are as follows:
Buckler: No additional mitigation
Light Shield: No additional Mitigation
Heavy Shield: 2.0
Tower Shield: 2.0
Evasion will no longer function for characters who have Heavy and Tower Shields equipped.
Certain types of armor now have a cap on them for the purposes of attaining a higher Magical Resistance Rating:
Robes or Outfits: 50
Light Armor: 100
Medium Armor: no cap
Heavy Armor: no cap
Magical Resistance Rating will appear on existing and future items with the Sheltering effect. All items with the Sheltering effect will give an amount of MRR equal to the PRR of that effect.
Classes
Each epic level (levels 21+) now grants the feat Epic Power, which gives +3 Melee Power.
Fixed an issue that could cause druids in animal form to stack mutations from thrown weapons.
Combat

Glancing Blows now work while moving if a character has the Two Handed Fighting feat.
Shield Bash procs now work while moving.
Some monster weapons and effects will no longer disappear on death when they should not have.
Performance improvements have been made to liches, beholders, and several raid bosses related to how they select a target.
DDO Store
The Swashbuckling Outfit now has a preview function in the DDO Store.
The Cyan Gelatinous Cube and Snow Panther Creature Companion Certificates are no longer bound.
The Scroll of Heal x10 has been renamed to Gold Seal Scroll of Heal x10 to clarify that it proves a better benefit than a regular Scroll of Heal.
Enhancements
Knight of the Chalice has been improved. The enhancement tree now reads as follows:
Innate Abilities
1 AP: Slayer of Evil I: You gain +1 to hit evil and undead creatures. Your attacks deal 1d4 additional Light damage. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. All Light damage from core abilities scale with 100% Melee Power.
5 AP, Pal3: Courage of Heaven: Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You gain +1 to hit for all attacks. Your attacks now deal 1d8 additional Light damage.
10 AP, Pal6: Slayer of Evil II: You now gain +2 to hit evil and undead creatures. Your attacks now deal 2d6 additional Light damage. All your attacks are considered to be Ghost Touch. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by evil creatures.
20 AP, Pal12: Improved Courage of Heaven: Increases the Aura bonuses granted by Courage of Heaven by an additional +2. You now gain +2 to hit for all attacks. Your attacks now deal 3d6 additional Light damage.
30 AP, Pal18: Slayer of Evil III: You now gain +3 to hit evil and undead creatures. Your attacks now deal 5d6 additional Light damage. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage.
41 AP, Pal20: Champion of Good: You gain +4 Charisma and 10 Melee Power. The bonuses granted by Courage of Heaven are increased by an additional +2. Your attacks now deal 7d6 additional Light damage. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction.
Tier One (0 AP Required)
Extra Turning: +(1/2/3) Turn Attempts per rest.
Divine Light: Your Turn Undead ability now also deals 6d6/12d6/18d6 light damage to nearby undead. Scales with 200% Melee Power.
Extra Remove Disease: +(2/4/6) Remove Disease uses per rest.
Exalted Smite: You gain 2/4 additional use of Smite Evil per rest.
Action Boost: Attack: Activate to gain a +(4/6/8) Action Boost bonus to hit for 20 seconds.
Tier Two (5 AP Required)
Improved Turning: You count as (1/2/3) levels higher when turning undead, and add (2/4/6) to the number of hit dice turned.
Divine Might: Channel Divinity: Channel Divinity: You gain an Insight bonus to Strength equal to your Charisma modifier for 30/60/120 seconds. (Cooldown 20 seconds)
Rally: Channel Divinity: Remove fear from nearby allies. You and the affected allies gain a +2/+4/+6 Moral Bonus to Will Saves vs. Fear effects and a +1/+2/+3 Morale Bonus to Attack and Damage for 60 seconds. (Coodown: 3 miniutes)
Exalted Cleave: "Make a sweeping weapon attack against all nearby enemies for +1(W) damage. Shares its cooldown with the Cleave feat."
Action Boost: Damage: Activate to gain a (+10/+20/+30)% Action Boost bonus to Melee Power for 20 seconds. (Cooldown: 30 Seconds)
Tier Three (10 AP Required)
Improved Restoration: Your Paladin Remove Disease ability now also applies a (Lesser Restoration / Restoration / Greater Restoration) effect.
Divine Sacrifice: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional (5/7/9)d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful. Light damage scales with 100% Melee Power.
Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
Exalted Smite: Active: An improved smite that adds +1/+1/+2 to your weapon's critical damage multiplier and 0/+1/+2 to your weapon's critical threat range.
Str or Cha: +1 Strength or Charisma
Tier Four (20 AP Required)
Censure Demons: You gain On Vorpal: Stuns Chaotic Evil outsiders for 3 seconds.
Passion: Your Divine Sacrifice ability gains: On Damage: Gain (5/10/15) temporary spell points if you strike an evil creature with this attack.
Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
Empowered Smite: Your Smite Evil and Exalted Smite abilities now grant a buff that increases Melee Power by 5 for 10 seconds.
Str or Cha: +1 Strength or Charisma
Tier Five (30 AP Required)
Censure Outsiders: Your Censure Demons ability now applies to all Chaotic or Evil outsiders. You also gain 5 Melee Power.
Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
Holy Retribution: Melee Channel Divinity: Executes a powerful holy strike against the target that deals +1/+3/+5[W] damage. On Damage: Evil creatures with less than 1,000 HP have a 50%/75%/100% chance to be forced to make a WIll save (DC 10 + Paladin Level + Charisma Mod) or be destroyed. On a successful save, the affected creature takes 100 holy damage from this attack as well as -6 to all ability scores for ten seconds. (Cooldown: 6 seconds) This ability also recharges one Smite Evil.
Sealed Life: You are immune to Energy Drain.
Avenging Cleave: "Make a sweeping weapon attack against all nearby enemies for +1(W) damage. Damaged enemies gains one stack of Vulnerability. Shares its cooldown with the Greate Cleave feat. Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration."
Sacred Defender has been improved. The enhancement tree now reads as follows:
Innate Abilities
1 AP: Holy Bastion: You gain +1 Hit Point and 1 Positive Energy Spell Power for each action point you spend in this tree. Each Sacred Defender Core Ability you possess grants +2% Fortification.
5 AP, Pal3: Sacred Defense: Defensive Stance: You gain 10 Physical Resistance and Magical Resistance and a 50% bonus to threat generation. The movement penalty has been removed. Sacred Defender stances now work with Two Weapon Fighting (the stance requires either a shield, or medium/heavy armor.)
10 AP, Pal6: Divine Righteousness: Channel Divinity: You gain temporary hit points equal to your Charisma score and a 100% Sacred bonus to threat generation for 60 seconds.
20 AP, Pal12: Redemption: The following spells are added to the Paladin spell list: Level 2: Raise Dead Level 3: Resurrection Level 4: True Resurrection. Passive: You gain 5 Physical Resist Rating and 5 Magical Resist Rating.
30 AP, Pal18: Glorious Stand: Channel Divinity: For a short duration you gain DR 20/epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects of attacks such as 'wounding' or 'vorpal'. Passive: You gain 5 Physical Resist Rating and 5 Magical Resist Rating.
41 AP, Pal20: Eternal Defender: Passive: You gain +2 Charisma and +2 Constitution, and grants a Sacred bonus that increases your range of unconsciousness by your Charisma score. (This bonus updates once per minute.) Toggle: While Eternal Defender is active, if you drop below 0 hit points, two uses of Lay on Hands and Turn Undead are immediately expended and you receive a reactive heal for 250 points of Positive Energy healing. Passive: You gain 10 Physical Resist Rating and 10 Magical Resist Rating.
Tier One (0 AP Required)
Item Defense: You have a (25/50/75)% chance to negate potential item wear.
Extra Lay on Hands: You gain +(1/2/3) uses of Lay on Hands.
Improved Sacred Defense: Multiselector:
Resilient Defense: While in Sacred Defense, you gain a +(1/2/3) Sacred bonus to all Saving Throws.
Durable Defense: While in Sacred Defense, you gain a +(5/10/15) Sacred bonus to Physical Resistance Rating and Magical Resist Rating.
Inciting Defense: While in Sacred Defense, you gain a (25/50/75)% Sacred bonus to melee threat generation.
Sacred Armor Mastery: +(1/2/3) Armor Class and (+1/2/3) Maximum Dexterity Bonus when wearing Armor.
Saves Boost: Activate to gain a (+2/+4/+6) Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail saving throws on a roll of a natural 1.
Tier Two (5 AP Required)
Instinctive Defense: You take 5% less extra damage when struck while helpless.
Bulwark Aura: Your Aura now grants +(1/3/5) Armor Class.
Improved Sacred Defense: See tier one. (Pick one you don’t have.)
Sacred Shield Mastery: +(5%/10%/15%) Shield Armor Class and (+1/2/3) Tower Shield Maximum Dexterity Bonus.
Defense Boost: Activate to gain a (+5/+10/+15) Action Boost bonus to Armor Class, Physical Resistance Rating and Magical Resistance Rating for 20 seconds.
Tier Three (10 AP Required)
Resistance Aura: Your Aura now grants +(1/2/3) to Saving Throws.
Improved Sacred Defense: See tier one. (Pick one you don’t have.)
Greater Sacred Defense: Multiselector:
Strong Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Sacred bonus to Strength.
Hardy Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Sacred bonus to Constitution.
Tenacious Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(10/15/20)% Sacred bonus to maximum hit points.
+1 Con or Cha: +1 Constitution or Charisma
Tier Four (20 AP Required)
Reinforced Defense: Improves the Armor Class bonuses you receive from shields or armor. Choose One:
Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by 15%/30%/50%.
Reinforced Shield: The Armor Class bonus you gain from using a shield is increased by 15%/30%/50%.
Spellshield Aura: Your Aura now grants a +(2/4/6) Sacred bonus to Spell Resistance.
Swift Defense: Sacred Defense grants you a 10% sacred bonus to movement speed.
Greater Sacred Defense: See tier one. (Pick one you don’t have.)
+1 Con or Cha: +1 Constitution or Charisma
Tier Five (30 AP Required)
Reprisal: On Attacked: Your next attack gains +1 damage. This effect stacks (3/6/10) times.
Reinforced Defense: Improves the Armor Class bonuses you receive from shields or armor. Choose the option you didn't choose at Tier 4.
Harbored By Light: You gain +10/+15/+25 Physical Resist Rating and Magical Resist Rating. You gain 1/2/3 uses of Lay On Hands.* In addition, while you are actively blocking with a shield, enemies that attack you will take 3d4/4d4/5d4 Light Damage.
Greater Sacred Defense: Further improves your Sacred Defense stance. Pick the third option left.
Stalwart Defender has been improved. The enhancement tree now reads as follows:
Innate Abilities:
1 AP: Toughness: You gain +1 Hit Point for each action point you spend in this tree. Each Innate Ability you possess from this tree grants +3% Fortification.
5 AP, Ftr3: Stalwart Defense: Defensive Stance: You gain 10 Physical Resistance, 10 Magical Resistance, a 50% bonus to threat generation, and are immune to rage effects. Sacred Defender stances now work with Two Weapon Fighting (the stance requires either a shield or medium/heavy armor.)
10 AP, Ftr6: Overbalance: Your shields gain On Vorpal: Knock an opponent to the ground.
20 AP, Ftr12: Stand Fast: (No longer requires a shield.) Action Boost: You gain a +20 bonus to Balance and saves vs. Fear for 20 seconds. This ability can be used while feared or knocked down to end these effects. (Cooldown: 30 seconds.)
30 AP, Ftr18: Defensive Sweep: (No longer requires a shield.) Action Boost: You generate +50% threat and your basic attacks strike two targets per swing instead of one for 20 seconds. (Cooldown: 30 seconds.)
41 AP, Ftr20: Last Stand: Passive: You gain +4 Constitution and +2 to the DCs of all Tactical Feats. (No longer requires a shield.) Action Boost: Gain +100% Maximum hit points and +50 Physical and Magical Resistance Rating for 20 seconds. This Action Boost does not share a cooldown with other Action Boost abilities, and can be used while helpless. (Cooldown: 3 minutes.)
Tier One (0 AP Required)
Item Defense: You have a (25/50/75)% chance to negate potential item wear.
Improved Stalwart Defense: Multiselector:
Resilient Defense: While in Stalwart Defense, you gain a +(1/2/3) Competence bonus to all Saving Throws.
Durable Defense: While in Stalwart Defense, you gain a +(5/10/15) Competence bonus to Physical and Magical Resistance Rating.
Inciting Defense: While in Stalwart Defense, you gain a (25/50/75)% Competence bonus to melee threat generation.
Stalwart Defensive Mastery: +(1/2/3) Armor Class and Amor Maximum Dexterity Bonus.
Defense Boost: Activate to gain a (+5/+10/+15) Action Boost bonus to Armor Class and Physical and Magical Resistance Rating for 20 seconds.
Threatening Countenance: +(1/2/3) Haggle and Intimidate, +(5/10/15)% melee threat generation
Tier Two (5 AP Required)
Shield Striking has been removed.
Improved Stalwart Defense: See tier one. (Pick one you don’t have.)
Stalwart Shield Mastery: +(5%/10%/15%) Shield Armor Class and (+1/2/3) Tower Shield Maximum Dexterity Bonus.
Armor Expertise: Armor you equip gains a +(1/2/3) bonus to its Enhancement bonus.
Instinctive Defense: You take (5%/10%/15%) less extra damage when struck while helpless. (Additional damage while helpless varies by difficulty setting from 5% to 25%.)
Tier Three (10 AP Required)
Improved Stalwart Defense: See tier one. (Pick one you don’t have.)
Greater Stalwart Defense: Multiselector:
Strong Defense: Stalwart Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Competence bonus to Strength
Hardy Defense: Stalwart Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Competence bonus to Constitution
Tenacious Defense: Stalwart Defense: While wearing medium or heavy armor or wielding a shield you gain a +(10/15/20)% Competence bonus to maximum hit points.
Shield Expertise: Weapons and Shields you equip gain a +(1/2/3) Competence bonus to their Enhancement bonus.
+1 Str or Con: +1 Strength or Constitution
Tier Four (20 AP Required)
Counterattack: Action Boost: You gain On Shield Block: Your next attack within 3 seconds gains +1[W]. This stacks (1/2/3) times.
Swift Defense: Stalwart Defense grants +10% Movement.
Greater Stalwart Defense: See tier one. (Pick one you don’t have.)
Reinforced Defenses: Multiselector:
Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by (15/30/50)%.
Reinforced Shield: The Armor Class bonus you gain from using a shield is increased by (15/30/50)%.
+1 Str or Con: +1 Strength or Constitution
Tier Five (30 AP Required)
Reprisal: On Attacked: Your next attack gains +1 damage. This effect stacks (3/6/10) times. (No longer requires shield)
Block and Cut: Melee Attack: Performs a melee attack with your main hand weapon that deals (+1/+2/+3)[W]. On Damage: You gain a (10/15/25)% Morale bonus to melee doublestrike for 10 seconds. (No longer requires shield)
Greater Stalwart Defense: Further improves your Stalwart Defense stance. Choose the option you didn't chose at Tier 3 or 4.
Reinforced Defenses: See tier four. (Pick one you don’t have.)
Vanguard: A new tree is now available for Fighters and Paladins! The enhancement tree is as follows:
Innate (Core) Abilities
1 AP: To the Fore: While you have a shield equipped, gain +1 to hit and damage with your main hand weapon and with your shield bash attacks.
5 AP, Class Level 3: Shield Combat I: +10% chance to make a secondary shield bash.
10 AP, Class Level 6: Vicious Shield: +10% chance to make a secondary shield bash. While you have a shield equipped, +5% Combat Style bonus to Melee Attack Speed.
20 AP, Class Level 12: Shield Combat II: +10% chance to make a secondary shield bash. While you have a shield equipped, +5% Combat Style bonus to Melee Attack Speed. Your shield gains +1(W).
30 AP, Class Level 18: Vicious Shield II: Your shield gains +1 critical threat range, +1 critical multiplier, and +1(W). While you have a shield equipped, +5% Combat Style bonus to Melee Attack Speed.
40 AP, Class Level 20: Shield Champion: While you have a shield equipped, gain +2 attack, +2 damage, +5% Doublestrike, +5% Combat Style bonus to Melee Attack Speed. Your shield gains +1(W). Your shield bashes stun enemies 5% of the time. DC(10 + 1/2 Character Level + Strength Mod + Stunning Bonuses).
Tier One (0 AP Required)
Shield Specialization: While you have a shield equipped, gain +1 to hit, damage, and armor class. Passive
No Weakness: +1/+2/+3 Fortitude Saving Throw. Passive
Unbalancing Shove: When you shield bash, damaged enemies get -1 to Saving Throws for 2/4/6 seconds.
Shield Smash: While you have a shield equipped, Activate: Melee attack with your shield for +1/2/3(W) damage. On damage, your PRR and MRR are increased by 2/4/6 for 12 seconds. Cooldown is 16/12/8 seconds.
Armor Training: +1/2/3 to Balance, Intimidate, Jump. Reduce skills penalties for armor and shield by 1/2/3. Passive
Tier Two (5 AP Required)
Shield Specialization: While you have a shield equipped, gain +1 to hit, damage, and armor class.
Brutality: +1/+2/+3 to the DC of stunning abilities.
Stunning Shield: While you have a shield equipped, Activate: Melee shield bash attack with your shield for +1/2/3[W] attack. This attack stuns enemies unless they make a Fortitude saving throw vs DC(10 + Highest Ability Score Modifier + Character Level + Stunning Bonus). Cooldown 60/45/30 seconds. Stun duration 6 seconds.
Action Boost: Melee Power: +10/20/30% Action Boost bonus to Melee Power for 20 seconds. Usable 5 times per rest.
Missile Shield: While you have a shield equipped, gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6/4/2 seconds. (Antireq Tempest or Swashbuckler Deflect Arrows) Passive
Tier Three
Shield Specialization: While you have a shield equipped, gain +1 to hit, damage, and armor class.
Follow Up: When you hit an enemy with certain activated stunning abilities (Stunning Blow, Stunning Shield) your melee power is increased by 3/6/9 for 12 seconds whether the stun works or not.
Fatal Bulwark: Your shield gains +1 critical threat range.
Shield Riposte: When missed in melee while wearing a shield: Deals 1d4/1d6/1d8 bludgeoning damage to your attacker. Scales with melee power.
STR/DEX
Tier Four
Shield Specialization: While you have a shield equipped, gain +1 to hit, damage, and armor class.
Shield Charge: While you have a shield equipped, Activate: Rush forward up to 30 feet to your selected opponent and deliver a shield attack that hits everything in an area around you. Each opponent takes a shield bash attack for +1/2/3[W] damage. Ranks improve cooldown
Myrmidon’s Edge: Passive +1/2/3 to attack rolls to confirm critical hits and damage on critical hits (before weapon multipliers.)
Vanguard Armor Mastery: +1/2/3 Armor Class and Armor Maximum Dexterity Bonus.
STR/DEX
Tier Five
Shield Rush: While you have a shield equipped, Activate: Move forward in a line, delivering a shield bash attack to every creature hit. This shield bash does +2/4/6[W] damage and knocks down enemies who fail a saving throw of 20 + Highest Attribute Mod + Class Level + bonuses to trip attacks. Rank improves cooldown
Disorienting Smash: When you shield bash, damaged enemies gain 1 stack of Vulnerability. This can occur at most once every 3/2/1 seconds.
Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
Shield To The Face: +10% chance to make a secondary shield bash.
Armored Strength: +10 Melee Power
Harper - A new enhancement tree is now available to all classes! The Harper tree is free to VIPs, and is also available for purchase in the DDO Store. The tree is as follows:
Innate Abilities
1 AP, character level 1: Agent of Good I: +1 to hit versus evil, +1 Universal Spell Power.
5 AP, class level 3: Harper Training I: Int or Cha or Dex.
10 AP, character level 6: Agent of Good II: +2 to hit and damage versus evil, +5 Universal Spell Power.
20 AP, class level 12: Harper Training II: Int or Cha or Dex.
30 AP, class level 18: Agent of Good III: +3 to hit and damage versus evil, +10 Universal Spell Power.
41 AP, class level 20: Harper's Freedom: Dispel most detrimental effects from you and add +10 to all saving throws for 12 seconds. Cooldown: 5 minutes.
Tier One (0 AP Required)
Weathered Traveler: +1/2/3 Energy Resistance
Harper Enchantment I: Your weapon gains an additional +1 to its Enhancement bonus. You gain +20 to your maximum Spell Points.
Traveler's Toughness: +5/+10/+15 maximum hit points.
Awareness: +1/+2/+3 to Listen, Search, and Spot. Rank 3: +1 save versus traps.
Strategic Combat I: You can use your Intelligence modifier to hit with Melee and Missile weapons.
Tier Two (5 AP Required)
Heroic Companion: Anti-requisite with the Halfing race version:
Action Boost: Grants an ally +0.25[W] and +2 to hit and saving throws. Usable five times per rest.
Action Boost: Grants an ally +0.5[W], +4 to hit and saving throws, and +2% Dodge. Usable five times per rest.
Action Boost: Grants an ally +1[W], +6 to hit and saving throws, +4% Dodge, and +10 Physical Resistance Rating. Usable five times per rest.
Magical Endurance: +30/+60/+100 maximum Spell Points.
Versatile Adept I: +1/+2/+3 to Melee Power, Ranged Power, and Universal Spell Power.
Know the Angles: Antirequisite: Divine Might. You gain an Insight bonus to damage and the DC of tactical feats equal to ½ your Intelligence Modifier for 30/60/120 seconds. (Activation Cost: 21/18/15 spell points. Cooldown: 20 seconds)
Harper's Leadership: Your hirelings, summoned, and charmed creatures gain +2/3/4 to all ability scores.
Tier Three (10 AP Required)
Highly Skilled: +1/2/3 on all skills.
Know Your Foe: Multiselector: Gain a Favored Enemy.
Versatile Adept II: +1/+2/+3 to Melee Power, Ranged Power, and Universal Spell Power.
Int or Dex: +1 Intelligence or Dexterity
Strategic Combat II: You can use your Intelligence modifier for damage with Melee and Missile weapons.
Tier Four (20 AP Required)
Throat Dagger: Damages an enemy from afar for 1d4+4 Piercing damage per character level. Damaged non-boss enemies can't cast spells for 6 seconds. (This Spell Like Ability can be Quickened or Enlarged for no extra cost, if you have those feats.) Higher ranks reduce the small spell point cost and reduce the cooldown.
Versatile Adept III: +1/+2/+3 to Melee Power, Ranged Power, and Universal Spell Power.
Vigor of Life: +10 Positive Healing Amplification. -10% less damage from Negative Energy.
Magic of Austerity: Like Eschew Materials, your spells no longer need common material components. This does not increase their Spell Point cost.
Int or Dex: +1 Intelligence or Dexterity
Tier Five (30 AP Required)
Versatile Adept IV: +2/+4/+6 to Melee Power, Ranged Power, and Universal Spell Power.
Vigor of Life: +10 Positive Healing Amplification. -10% less damage from Negative Energy.
Moment of Clarity: For the next 12 seconds the DC of your spells and your tactical feats is increased by +10. Cooldown: 5 minutes. Passive: Add +1 to the DC of your spells.
Magic of Patience: Your spells benefit from the Extend Spell metamagic feat. This does not increase their Spell Point cost. Does not stack with Extend metamagic itself.
Multiselector:
Harper Enchantment of Deception: Your weapon gains an additional +1 to its Enhancement bonus and Improved Deception.
Harper Enchantment of Righteousness: Your weapon gains an additional +3 to its Enhancement bonus and Righteousness.
Harper Enchantment of Magic: Your weapon gains a +10 Harper bonus to Universal Spell Power.
Assassin
Venomed Blades now scales with 200% Melee Power.
Shadow Dagger now scales with 200% Melee Power. The DC now uses Rogue level rather than 1/2 Rogue level.
Battle Engineer
The Core three and five Infused Armor enhancements now properly reduce Arcane Spell Failure on docents.
Swashbuckler:
Thread the Needle no longer disappears when zoning.
Tavern Shanties no longer displays a "Do Not Use" icon.
Coup de Grace now properly requires twelve character levels.
Tempest
Dance of Death now has a 15 second cooldown. The duration has been increased to 10 seconds.
The Growing Storm now has a 30 second cooldown. The stackable -2 AC penalty has been removed.
Epic Destinies
Divine Crusader
Zeal of the Righteous has been converted from a straight damage boost to give Melee Power and Ranged Power.
Divine Crusader now grants +2 Melee Power per Innate Ability.
Fury of the Wild and Legendary Dreadnought grants +3 Melee Power per Innate Ability.
Fatesinger, Grandmaster of Flowers, Primal Avatar, Shadowdancer, and Unyielding Sentinel now grant +4 Melee Power per Innate Ability.
Exalted Angel's Sun Bolt now has its correct icon.
Fury of the Wild
Adrenaline has been converted from a straight damage boost to instead give Melee Power and Ranged Power. It now reads as follows:
Adrenaline: You gain Druid and Ranger caster levels equal to your Fury of the Wild level if you have any levels in those classes. Gain 2 Adrenaline uses per rest. Consume 1 Adrenaline: Your next attack has +300 Melee Power and Ranged Power, and has +2 critical threat range and confirmation of critical hits. You are considered Raged until your next attack. \\n\\nYou gain +1 melee Damage and +3 Melee Power per level of Fury of the Wild, including this one.
Adrenaline II: Gain +1 Adrenaline use per rest. Consume 1 Adrenaline: Your next attack has +300 Melee Power and Ranged Power, and has +4 critical threat range and confirmation of critical hits. You are considered Raged until your next attack.
Adrenaline III: Gain +1 Adrenaline use per rest. Consume 1 Adrenaline: Your next attack has +300 Melee Power and Ranged Power, and has +8 critical threat range and confirmation of critical hits. You are considered Raged until your next attack.
Adrenaline Overload: +1 damage. Gain 1 Adrenaline use per rest. Consume 1 Adrenaline: Your next attack has +400 Melee Power and Ranged Power, and has +16 critical threat range and confirmation of critical hits. You are considered Raged until your next attack.
Legendary Dreadnaught:
Master's Blitz is now a multi-selector, which allows a character to choose the Dodge version, which caps as it always has, or a new version that adds 30 PRR and MRR when it builds up.
The requirement of using 50 tactical abilities to activate Master's Blitz has been removed.
When activated, the ability builds as enemies are hit.
The destiny's innate abilities each provide a passive and cumulative 5 Melee Power.
Master's Blitz now builds up +7 Melee Power and Ranged Power through charges.
Shadowdancer:
Dark Imbuement no longer displays a "Do Not Use" icon.
Feats
Overwhelming Critical no longer requires Great Cleave, and no longer has a Strength requirement.
The Weapon Fighting feats have been adjusted as follows:
Two Handed Fighting: Increases the damage of glancing blow attacks when wielding a two-handed weapon by 10% (from a base of 20% normal weapon damage.) This feat also grants a 3% chance for weapon effects to trigger on glancing blows. While fighting with a two-handed weapon you gain a +3 Combat Style bonus to Melee Power.
Improved Two Handed Fighting: Increases the damage of glancing blow attacks when wielding a two-handed weapon by an additional 10%, for a total of 40%. Also increases the chance for weapon effects to trigger on glancing blows by an additional 3% for a total of 6%. Your Combat Style bonus to Melee Power is increased by +3.
Greater Two Handed Fighting: The Greater Two Handed Fighting feat adds a glancing blow to your attack sequence, and increases the damage of glancing blow attacks when wielding a two-handed weapon by an additional 10% for a total of 50%. Also increases the chance for weapon effects to trigger on glancing blows by an additional 3% for a total of 9%. Your Combat Style bonus to Melee Power is increased by +4 to a total of +20.
Single Weapon Fighting:While Single-Weapon Fighting, you gain +10% Combat Style bonus to attack speed and +3 Combat Style bonus to Melee Power. Requires fighting with a single one-handed weapon, and wielding only an orb, runearm, or nothing in your offhand.
Improved Single Weapon Fighting: Your Single-Weapon Fighting bonus is increased to a +20% Combat Style bonus to attack speed and an additional +3 Combat Style bonus to Melee Power. You now apply 25% more of your appropriate ability score modifier to your damage instead of just your modifier (for instance, you add 1.25 times your Strength modifier as damage, similar to Two-Handed Fighting.)
Greater Single Weapon Fighting: Your Single-Weapon Fighting bonus is increased to a +30% Combat Style bonus to attack speed and an additional +4 Combat Style bonus to Melee Power, for a total of +10 Combat Style bonus to Melee Power. You now apply 50% more of your appropriate ability score to your damage.
The Shield Mastery and Improved Shield Mastery feats have been adjusted as follows:
Shield Mastery: You are skilled with the use of a shield, and your physical resistance is increased by 3 when using a buckler or small shield, 5 when using a large shield, or 10 when using a tower shield. You gain 3% doublestrike while using a shield. While fighting with a shield you gain a +5 Combat Style bonus to Melee Power.
Improved Shield Mastery: You are exceptionally skilled with the use of a shield, and your physical resistance is increased by 5 when using a buckler or small shield, 10 when using a large shield, or 15 when using a tower shield. Your doublestrike chance while using a shield is increased by 8%. Your Combat Style bonus to Melee Power is increased by +5 to +10.
Hirelings
Right-clicking on your hireling's command bar portrait now brings up a menu allowing you to set various options, including the ability to toggle various actions.

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Stand Your Ground will now make a hireling only perform ranged attacks (if the hireling has a ranged attack.)
Hirelings will now follow their masters better after combat ends.
Luna is now less likely to run towards enemies instead of healing.
Hirelings (and class pets) stand still for a few seconds if their master gets hit by a trap and is not in combat, so they no longer follow their master into the trap.
Hirelings and pets will attempt to use nearby rest shrines if not in combat, not passive, and low on either health of spell points.
Hirelings and pets are now willing to go further from their master when ordered to become active (aggressive.)
Hirelings will no longer engage enemies at all if ordered to stay and be passive.
Hirelings (and class pets) should respond better to party members being attacked.
A Hireling and class pet's "Come to Me" button now teleports the hireling or pet to your character.
Pressing Control+Click Attack/Use button will make all hirelings attack/use/defend the target.
Pressing hireling action bar buttons now causes less client "hitching."
Hireling abilities can also be disabled by right-clicking on them and then clicking "disable".
There is a new hotbar key to have all of your summoned hirelings interact with the target.
Hirelings will no longer engage enemies that are leashing, and will stop fighting them.
Items
Eldritch Card Crunchers can no longer be put into the Classic D&D Anniversary Bag, but can be placed into banks.
Items which are not bankable can no longer be placed into bags.
Remaining unconsumed Saga XP gems (and other items that should be automatically consumed, such as Guild Renown and Astral Shard purchases) will automatically be consumed when a character with them in their inventory first logs in.
Combat Mastery and Exceptional Combat Mastery effects on items have been renamed to Insightful Combat Mastery to better reflect what they do. This is a text change only, as these effects were already Insight bonuses.
The Devotion benefit now consistently states that it gives Positive Spell Power.
Fixed an issue with some Khopeshes where the sweeping animation that follows a weapon being swung appeared above the character's head instead of behind the weapon.
The Glass Cannon and St. Mu'Ray's Fire rune arms can no longer improperly have their minimum levels reduced.
Rogue trapmaking parts can no longer be exchanged for Cannith Crafting Essences.
Thunder-Forged Handwraps are no longer Bound to Character on Equip across all tiers; they now follow the same binding rules as other Thunder-Forged items.
Scrolls of Conjure Bolts now actually conjures bolts.
The special effects on the Shadowfell Regalia no longer vanish when transitioning from one area to another.
The Shield of Morning is now a light shield, and now offers the following benefits:
Shield of Morning 17(Heroic Normal): +5 shield, 4/0/0, base damage 1d6, +3 Enhancement, Solar Guard III, Lesser Sunburst, Random Effect III, Blue and Red Augment Slot
Shield of Morning 18 (Heroic Hard): +5 shield, 4/0/0, base damage 1d6, +4 Enhancement, Solar Guard III, Lesser Sunburst, Random Effect IV, Blue and Red Augment Slot
Shield of Morning 19 (Heroic Elite): +5 shield, 4/0/0, base damage 1d6, +5 Enhancement, Solar Guard IV, Lesser Sunburst, Random Effect IV, Blue and Red Augment Slot
Shield of Morning 26 (Epic Normal): +5 shield, 4/0/0, base damage 2[1d6], +6 Enhancement, Solar Guard VI, Greater Sunburst, Random Effect VII, Blue and Red Augment Slot
Shield of Morning 27 (Epic Hard): +5 shield, 4/0/0, base damage 2[1d6], +7 Enhancement, Solar Guard VI, Greater Sunburst, Random Effect VII, Blue and Red Augment Slot
Shield of Morning 28 (Epic Elite): +5 shield, 4/0/0, base damage 2[1d6], +8 Enhancement, Solar Guard VII, Greater Sunburst, Random Effect VII, Purple and Red Augment Slot
Old versions of the Shield of Morning can be turned in at the Stone of Change for new versions.
Shadow Under Thunderholme Guest Passes no longer display an incorrect minimum level in your inventory.
The Cannith Propulsion Boots now share a cooldown with Abundant Step and Leap of Faith.
Intercession Ward and Minimum-Level-Reducing effects such as Masterful Craftsmanship are no longer considered Magic effects for the purpose of Disjunction.
Trap Parts and Vials can no longer be used to craft Cannith Crafting shards.
Monsters
Monster AI has been improved to make them more efficient at filtering out things that they are not interested in to improve performance in densely populated areas.
Beholders now have the ability to use a "refined" antimagic field, which only removes beneficial effects. This is currently only being used in the new Update 23 raid.
Werewolves now have a howling animation.
Improved the particle effects on Quells to be less performance-intensive.
Flesh Golems are now less resistant to magic.
Some performance improvements have been made to Maruts. Regular non-boss maruts now have cooldowns on their thunder and lightning punch abilities. Maruts now search for characters and do wild swings if they lose sight of their enemies.
Quells can now suppress Divine Spell-Like Abilities. The following are now susceptible to being blocked by a Quell’s Intercession:
Cleric spells and spell-like abilities
Favored Soul spells and spell-like abilities
Paladin spells and spell-like abilities
Ranger spells and spell-like abilities
Druid spells and spell-like abilities
Divine Crusader spells and spell-like abilities
Unyielding Sentinel spells and spell-like abilities
Exalted Angel spells and spell-like abilities
Bladeforged racial spells and spell-like abilities
Morninglord racial spells and spell-like abilities
Archmage SLA's are no longer blocked by Intercession effects, and are now a lot more intelligent about who and what Intercession affects.
Monster Manual

The following monsters have had their entries corrected or added to the Monster Manual: Wheloon Elder (Elf), Wheloon Elder (Human), Wheloon Native, Granite Gargoyle, Cellar Spider, Cellar Spirit, Captain Grim
NPCs
Nyx Durandimion no longer displays an overhead quest chalice if he has no quest to give.
Jeets will no longer go "brain dead" if a player tells Jeets to lead the way and then quickly tells Jeets to either continue with the Korthos quest arc or skip the tutorial and go to The Harbor.
Quests and Adventure Areas

The XP Bonus for disarming traps has been increased to 10/20/30%.
Any character level 20 or above can now receive any level 20 or above quest, and enter any dungeon with a base CR of 20 or higher. This removes previous conditions that could prevent a lower-level Epic-level character from entering a much higher-level Epic dungeon, for example.
Crystal Cove
Euphonia's Barter Box now has recipes to exchange one type of Doubloon for another. The exchange is seven to one in any direction.
New gems have been added to allow for the creation of new items. Opals and Malachites can appear in CR 24+ instances of the mining challenge.
Level 24 versions of Crystal Cove items are now available! The items also have up to three tiers of upgrades.
Fixed several string table errors.
Gianthold
Epic The Crucible
Daggertooth can now be tricked into approaching the poisoned treasure.
King's Forest
Fixed a string table error in Veraxiena's dialogue.
The Hag's Prize random encounter no longer incorrectly displays a failure message when successfully completed.
Menace of the Underdark
Murder By Night
Fixed issues that could cause priestesses and wolves to get stuck in walls.
Midwinter Festival
Brace Bullhorns now properly closes his dialogue window when starting an ice race.
The Necropolis
Orchard of the Macabre
There is now a more direct route from the heroic Orchard of the Macabre quest givers to the Orchard entrance.
There is now a guide inside the Orchard of the Macabre that will teleport your character to the quest entrance, provided that the character has completed the quest previously.
Additional rest shrines have been added to the Orchard; one shrine is set near the Doomsphere's Haunt, while the second is near the Desecrated Temple of Vol.
Inferno of the Damned
There is now an additional rest and resurrection shrine in this quest (both on Heroic and Epic difficulty.)
Ghosts of Perdition
NPCs should no longer slide around instead of walking.
Ruins of Threnal
Entering the Gate Chamber
The base XP of the quest has been increased by 2240 XP.
Escort the Expedition
The base XP of the quest has been lowered by 1699 XP.
Gate Chamber
The base XP of the quest has been lowered by 420 XP.
Hold for Reinforcements
This quest no longer has a failure condition. Coyle now only suffers incapacitating damage once he is below zero hit points. Players are now awarded optional XP for completing the dungeon without Coyle being incapacitated.
The base XP of the quest has been increased by 1216 XP. The new optional objective is worth 50% of the base.
Missing Expedition
The base XP of the quest has been increased by 1280 XP.
Sentinels of Stormreach
Storm the Beaches
Monsters can no longer operate multiple ballistas at once. Each ballista now requires its own operator.
Shadow Under Thunderholme
Temple of the Deathwyrm and Fire on Thunder Peak have had some adjustments made to improve performance.
+5 Tomes have been removed from the end chest drop list on Epic Elite. They have been replaced with +5 to +6 Upgrade Tomes. The chances of getting a +6 Tome when tomes drop in these Epic Elite raids have also been increased.
Three Barrel Cove
The Pirates of the Thunder Sea heroic saga is now repeatable, and on a three-day raid timer.
Precious Cargo
The DM voice stating that a monster is stealing from a chest no longer repeats when the monster dies.
Thunderholme
Fire on Thunder Peak
The last surviving dragon should no longer get stuck at zero hit points without dying.
Web of Chaos
Servants of the Overlord
Some of the landscape in the final battle area has been re-designed, and some monsters have been given new spawn locations.
Reincarnation

The Life-Shaper now properly offers the option to re-take prior Druid class levels.
Spells
Holy Sword has been changed, and now reads:
Holy SwordEvocation (Good spells)
Paladin 4
Components: Verbal, Somatic
Metamagic: Quicken
Range: Touch
Target: Self
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No
Cooldown: 3 seconds
Channels holy power to increase the effectiveness of your weapons. Any weapon you are wielding gains an additional +2 holy bonus to its enhancement value and +1[W]. The spell also gives a +1 Competence bonus to the threat range, and critical weapon multiplier of the weapon. Now adds +1(W). The spell now enhances the equipped weapon of the Paladin, and lasts one minute per level of Paladin.
Zeal now has a duration of one minute per Paladin level.
The targeting for Implosion will no longer try to target allies.
Spells with a summoned component like Mind Fog or Sunburst now copy the spell's level onto the effect. This allows spells to bypass Globe of Invulnerability (or not, depending on spell level.)
Flame Arrow now conjures 500 arrows.
UI
Enhancement class trees can now be dragged and dropped into other spaces that are unlocked in the enhancement UI.
The tool-tip pop-up for Enhancements now provides the upgrade information as well.
The Campaign System should now longer automatically bestow an event objective if the event is no longer available.
The Campaign System now has proper completion text in the Korthos quest journal for the "Have a Meal" and "To Stormreach" objectives.
The map note for Sagas is now an orange chalice.
Bags and bank UIs are no longer exclusionary.
Caught in the Web and Fall of Truth are now correctly listed as raids in the Adventure Compendium.
There is now an icon that displays above a character's head when the character has negative levels.
The nonexistent quest "It Came From the Desert" no longer appears in the Adventure Compendium.
Miscellaneous
The DDO game launcher now has the option to "preload" the client_gamelogic.dat files, which can speed up initial game load and resolve an issue that could cause players to face an initial dis-connection to the game world upon first log in. Players currently utilizing third-party tools should no longer need to use them. This functionality is enabled by default if you have more than 2 Gigabytes of memory on your computer, and can be disabled in the game launcher options (under the heading Pre-cache gamelogic.)
If you have the "Ask before downloading new updates" option checked in the launcher, when there are new updates, and the dialog shows up, if you click "Yes" before the main window of the launcher shows up, the launcher will no longer exit.
The OSX game launcher no longer shows a transparent border around the promotion displayed on the left.
The scroll bars on the launcher's EULA and Tems of Service are now easier to see.
The launcher will now request elevation from Windows in order to download files if installed into UAC-protected directories (rather than silently fail.)
The Who list will now load the first time you select the tab, rather than during character log in.
Effects that are meant to be removed upon exiting a dungeon now do so more reliably.

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